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  #21401    
Old May 28th, 2012 (12:28 AM).
Tanveer's Avatar
Tanveer Tanveer is offline
     
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    Quote:
    Originally Posted by redriders180 View Post
    I'm pretty sure there aren't any guides to it, because it hasn't been done flawlessly yet. With the Ruby and Firered 649 Projects, there are still plenty of bugs that need to be solved.

    If you think about it, the sheer scope of adding even one Pokemon is massive. You'd need to repoint tons of data, not limited to: Stats table, ability table, learnable moves table, TM/HM learning table, Daycare rules, Pokedex entries, cries, Evolution table, Pokedex data, not to mention completely editing the Pokedex in general to support more than 386 Pokemon, finding all limiting bytes that prevent more than 411 Pokemon from existing, and with potentially editing associated ASM with Pokemon-related coding, such as cry and showpokepic, not to mention anything I can't think of. Feel free to try yourself, but there isn't a guide yet.

    Expanding the number of moves, however, IS possible. And there's a tutorial here too. I'd do a search around to find it.

    Editing Stats in general can be done with YAPE, or any other Pokemon Editor out there.
    I know how to make use of the 25 "?" pokemons. But no idea about those other pokemons that can be added.
    I can repoint attacks table, stats etc etc.

    Just cant find those extra pokemons that are not in the 25 "?".
    Offset for those?
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      #21402    
    Old May 28th, 2012 (1:38 AM).
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    destinedjagold destinedjagold is offline
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    Quote:
    Originally Posted by vanillagfx View Post
    I'm looking at diegos tutorial for trainer battles "This is the ID of a trainer that's found in PET" What does PET stand for? o.o
    I have AT is this like another program? o.o
    PET is a PKMN Trainer Editor, much like HackMew's Advance Trainer.
    But mind you, PET is really really really really really old and buggy.
    Stick with A-Trainer.

    ID is for the trainer number on the trainer list.
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      #21403    
    Old May 28th, 2012 (5:42 AM).
    Valentin Valentin is offline
       
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      If ANYBODY could answer my question, It would help me alot.
      i can't still figure out the problem with nidoran male and female genderless.
      i replaced the nidoran's with other pokemon but the gender symbol or icon
      isn't there.
        #21404    
      Old May 28th, 2012 (5:44 AM).
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      Quote:
      Originally Posted by Valentin View Post
      If ANYBODY could answer my question, It would help me alot.
      i can't still figure out the problem with nidoran male and female genderless.
      i replaced the nidoran's with other pokemon but the gender symbol or icon
      isn't there.
      It's probably just built into the game via ASM, I have no idea how you would go around changing it though.
        #21405    
      Old May 28th, 2012 (5:59 AM).
      Jambo51's Avatar
      Jambo51 Jambo51 is offline
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        Quote:
        Originally Posted by Valentin View Post
        If ANYBODY could answer my question, It would help me alot.
        i can't still figure out the problem with nidoran male and female genderless.
        i replaced the nidoran's with other pokemon but the gender symbol or icon
        isn't there.
        Quote:
        Originally Posted by SwiftSign View Post


        It's probably just built into the game via ASM, I have no idea how you would go around changing it though.
        Nah, the 2 Nidorans are defined to be Genderless in the games because they were created before genders were introduced into the Pokémon games. It is honestly that simple. Open your rom in a Pokémon editor (eg, the Pokémon editor in PGE, or YAPE) and change their gender definitions to match the ratio you want. Hope that helps.
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          #21406    
        Old May 28th, 2012 (6:08 AM).
        Valentin Valentin is offline
           
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          Quote:
          Originally Posted by Jambo51 View Post
          Nah, the 2 Nidorans are defined to be Genderless in the games because they were created before genders were introduced into the Pokémon games. It is honestly that simple. Open your rom in a Pokémon editor (eg, the Pokémon editor in PGE, or YAPE) and change their gender definitions to match the ratio you want. Hope that helps.
          I tried using YAPE and i replaced Nidoran[m] with the pokemon
          STARLY:
          male 50% female 50%
          and it still gendeless in a pokemon battle or stats.
            #21407    
          Old May 28th, 2012 (7:28 AM).
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          redriders180 redriders180 is offline
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            Quote:
            Originally Posted by Tanveer View Post
            I know how to make use of the 25 "?" pokemons. But no idea about those other pokemons that can be added.
            I can repoint attacks table, stats etc etc.

            Just cant find those extra pokemons that are not in the 25 "?".
            Offset for those?
            Do you mean that you have the 649 patch, and are trying to use it for whatever reason? If that's the case, the page with the 649 Patch has an .ini file, which shows all the pertinent offsets. In any case, most programs and tools have .ini files, so opening them in notepad will show all the offsets that are used in a game that are needed by the tool in question.
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              #21408    
            Old May 28th, 2012 (7:59 AM).
            Tanveer's Avatar
            Tanveer Tanveer is offline
               
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              Quote:
              Originally Posted by redriders180 View Post
              Do you mean that you have the 649 patch, and are trying to use it for whatever reason? If that's the case, the page with the 649 Patch has an .ini file, which shows all the pertinent offsets. In any case, most programs and tools have .ini files, so opening them in notepad will show all the offsets that are used in a game that are needed by the tool in question.
              No I dont have the patch.
              Just gonna start from scratch on my own and add 1 by 1 pokemon which I need.
              Well, I basically have a plan of my own on how I wanna do it. Just dont cant figure out anything about adding more pokemon than those 25 "?".
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                #21409    
              Old May 28th, 2012 (10:20 AM).
              Valentin Valentin is offline
                 
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                I replaced Nidoran[m] with the pokemon starly and the gender icon for starly isn't there because Nidoran[m] is genderless.

                I have a image of the problem:



                I tried changing gender ratio in Yape and gender icon still wont appear.
                Attached Images
                File Type: png gender.png‎ (72.3 KB, 74 views) (Save to Dropbox)
                  #21410    
                Old May 28th, 2012 (10:21 AM).
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                SpadeEdge16 SpadeEdge16 is offline
                   
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                  So, I'm sure I'm just making a really simple mistake since I haven't seen anyone else asking this question, but I've put my own custom starters in FR to replace the originals and I start new game to test them in battle and everything, but when I walk out of my house to start, or walk into Oak's lab, or try opening the start menu or a whole variety or things, the screen goes black or freezes...can someone tell me what I'm doing wrong? :/
                  Thy're going in fine, it's just that after I do the game freezes for everything.
                    #21411    
                  Old May 28th, 2012 (10:58 AM).
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                  redriders180 redriders180 is offline
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                    Quote:
                    Originally Posted by Tanveer View Post
                    No I dont have the patch.
                    Just gonna start from scratch on my own and add 1 by 1 pokemon which I need.
                    Well, I basically have a plan of my own on how I wanna do it. Just dont cant figure out anything about adding more pokemon than those 25 "?".
                    If that's the case, then I've already told you somewhat of a general list of everything you need to take into account in my previous post. Basically, anything related to Pokemon would have to be repointed and edited. ASM would need to be done on stuff for the Pokedex. You want the offsets for everything you need? I can't give you that, but if you're skilled enough to add Pokemon, then you should also be skilled enough to find the things you need. If you can't find what you need, then you're not ready to add Pokemon.
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                      #21412    
                    Old May 29th, 2012 (4:25 AM).
                    Oediepus Oediepus is offline
                       
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                      HI everybody
                      I have a problem. My Emerald edition I editet crashed now. Is there anyway I can save my maps without having a backup? Maybe I copy my maps and fill in these in a new, fresh Rom?
                      Pls help me Oediepus

                      btw. Sorry for my bad english I'm german
                        #21413    
                      Old May 29th, 2012 (6:45 AM).
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                      redriders180 redriders180 is offline
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                        Quote:
                        Originally Posted by Oediepus View Post
                        HI everybody
                        I have a problem. My Emerald edition I editet crashed now. Is there anyway I can save my maps without having a backup? Maybe I copy my maps and fill in these in a new, fresh Rom?
                        Pls help me Oediepus

                        btw. Sorry for my bad english I'm german
                        Yup! In A-map, go to File->Map->Save Map As. When you want to import them back in, File->Map->Open Map.
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                          #21414    
                        Old May 29th, 2012 (9:00 AM).
                        Light_of_Aether Light_of_Aether is offline
                           
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                          I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?
                            #21415    
                          Old May 29th, 2012 (9:22 AM). Edited May 29th, 2012 by miksy91.
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                          miksy91 miksy91 is offline
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                            Quote:
                            Originally Posted by Light_of_Aether View Post
                            I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?
                            In GSC there is a built-in scripting code for changing the value in [insert ram address here] to a random value. If no such code exists in FireRed, you could make your own way for loading a value from certain address so that it would be more random and that way he/she wouldn't pick the same pokemon each time.

                            Open VBA's Memory Viewer while in Oak's lab. You're bound to found values in ram memory that are changed rapidly all the time.
                            Make the game check for one of them and according to the value, make the script call for nine different subscripts.

                            "if < 0x1C" go to...
                            "if 0x1B < ... < 0x37" go to... etc.
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                              #21416    
                            Old May 29th, 2012 (9:40 AM).
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                            DrFuji DrFuji is offline
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                            Quote:
                            Originally Posted by Light_of_Aether View Post
                            I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?
                            You can generate a random number in FR by simply using the command 'random' with a HEX value after it. If this line was written in a script: "random 0x2", a number will be randomly chosen ranging from 0 - 2 so there are three possible outcomes. For your situation I'd advise doing something like this:

                            Code:
                            ...
                            random 0x8
                            copyvar 0x4000 0x800D 
                            compare 0x4000 0x0
                            if 0x1 goto @RivalRecievesBulbasaur
                            compare 0x4000 0x1
                            if 0x1 goto @RivalRecievesCharmander
                            ...
                            By copying your random result to a variable (0x4000 in this example) the game will be able to tell at a glance which Pokemon they received in the future. This is useful for when you need to make different battles based on their chosen starter by using the 'compare' command and then diverging down different paths like I've shown.
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                              #21417    
                            Old May 29th, 2012 (9:48 AM). Edited May 29th, 2012 by Jambo51.
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                            Jambo51 Jambo51 is offline
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                              Quote:
                              Originally Posted by Valentin View Post
                              I replaced Nidoran[m] with the pokemon starly and the gender icon for starly isn't there because Nidoran[m] is genderless.

                              I have a image of the problem: [Image Cut for Brevity]

                              I tried changing gender ratio in Yape and gender icon still wont appear.
                              Hmm, Interesting. The easiest way around it would simply to not use those slots, but I assume you need Starly (etc) to be in those particular slots.

                              I guess there IS ASM checking the species and not showing it for those 2 then. I'll see if I can find it for you.

                              EDIT: Found 2 sets of checks. There may be more, though.

                              Change 0x49718 to 00 00 00 00. This will disable the check.
                              Then change 0x1218E4 to 00 00 00 00.
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                                #21418    
                              Old May 29th, 2012 (9:54 AM).
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                              redriders180 redriders180 is offline
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                                Quote:
                                Originally Posted by DrFuji View Post
                                You can generate a random number in FR by simply using the command 'random' with a HEX value after it. If this line was written in a script: "random 0x2", a number will be randomly chosen ranging from 0 - 2 so there are three possible outcomes. For your situation I'd advise doing something like this:

                                Code:
                                ...
                                random 0x8
                                copyvar 0x4000 0x800D 
                                compare 0x4000 0x0
                                if 0x1 goto @RivalRecievesBulbasaur
                                compare 0x4000 0x1
                                if 0x1 goto @RivalRecievesCharmander
                                ...
                                By copying your random result to a variable (0x4000 in this example) the game will be able to tell at a glance which Pokemon they received in the future. This is useful for when you need to make different battles based on their chosen starter by using the 'compare' command and then diverging down different paths like I've shown.
                                I'd just like to point out that random 0x2 would generate a random number between 0 and 1, not 0 and 2. The parameter is the number of possibilities, so if you specified 0x2 possibilities, that would be 0 and 1.

                                No disrespect to Dr. Fuji of course...I just wanna make sure more problems don't get caused.
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                                  #21419    
                                Old May 29th, 2012 (2:03 PM). Edited May 29th, 2012 by Valentin.
                                Valentin Valentin is offline
                                   
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                                  Quote:
                                  Originally Posted by Jambo51 View Post
                                  Hmm, Interesting. The easiest way around it would simply to not use those slots, but I assume you need Starly (etc) to be in those particular slots.

                                  I guess there IS ASM checking the species and not showing it for those 2 then. I'll see if I can find it for you.

                                  EDIT: Found 2 sets of checks. There may be more, though.

                                  Change 0x49718 to 00 00 00 00. This will disable the check.
                                  Then change 0x1218E4 to 00 00 00 00.
                                  Thanks for helping me out. Im not really good with ASM, can i change the codes in a hex editor?
                                  or if not can i have a ASM link please.
                                    #21420    
                                  Old May 29th, 2012 (8:38 PM).
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                                  miksy91 miksy91 is offline
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                                    Quote:
                                    Originally Posted by Valentin View Post
                                    Thanks for helping me out. Im not really good with ASM, can i change the codes in a hex editor?
                                    That's exactly what he told you to do.

                                    Download a hex editor and change data in those two offsets he mentioned.
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                                      #21421    
                                    Old May 30th, 2012 (12:06 AM).
                                    sonic99 sonic99 is offline
                                       
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                                      Hello everybody!

                                      I was recently playing a non-hacked version of Leaf Green. Just while messing around with some AR/GS coding, I lost the option to select "POKEMON" from the start menu. I'm guessing I turned off a flag that I didn't mean to.

                                      Do you guys think I can go in on advance map or something and just flip it back?
                                      If so, some pointers would be nice. I've done some hacking before but never any games of this Generation.

                                      Thanks guys,
                                      ~Zach
                                        #21422    
                                      Old May 30th, 2012 (2:22 AM).
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                                      vanillagfx vanillagfx is offline
                                         
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                                        Trying out this FR base rom but the height levels are messed up any idea what can be wrong?

                                        base by TB Pro, Kyledove, Saurav, Alistair
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                                        File Type: png jesus.PNG‎ (8.5 KB, 3 views) (Save to Dropbox)
                                        File Type: png PALLET TOWN.png‎ (80.3 KB, 3 views) (Save to Dropbox)
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                                          #21423    
                                        Old May 30th, 2012 (2:44 AM).
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                                        DrFuji DrFuji is offline
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                                        Quote:
                                        Originally Posted by sonic99 View Post
                                        Hello everybody!

                                        I was recently playing a non-hacked version of Leaf Green. Just while messing around with some AR/GS coding, I lost the option to select "POKEMON" from the start menu. I'm guessing I turned off a flag that I didn't mean to.

                                        Do you guys think I can go in on advance map or something and just flip it back?
                                        If so, some pointers would be nice. I've done some hacking before but never any games of this Generation.

                                        Thanks guys,
                                        ~Zach
                                        You should be able to get that start menu option back by making a script in XSE with the command 'setflag 0x828'. Interact with that script n-game and the option will reappear.

                                        Quote:
                                        Originally Posted by vanillagfx View Post
                                        Trying out this FR base rom but the height levels are messed up any idea what can be wrong?

                                        base by TB Pro, Kyledove, Saurav, Alistair
                                        In your first picture, the tile behaviours don't appear to be correct. Open the tileset editor in advance map, select the tile that is obscuring the player's head, open the 'background byte' selection bar and scroll down to/ select "Block is covered by hero".

                                        As for the second picture, you shouldn't use the Movement Permission 0 throughout your map - C is the standard permission for regular ground.
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                                          #21424    
                                        Old May 30th, 2012 (5:55 AM).
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                                        DarkRisingGirl DarkRisingGirl is offline
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                                          Hey Everyone, I have a Question about using Unlz.gba for introduction hacking.

                                          I've looked through tutorials and I see the number to edit the fire red hero in Unlz.gba is 341 & clicking the black/white box. However, when I go to that number in my rom, he does not appear. In an un-edited fire red rom, I went to 349(it wasn't in 341 in this one either) and I saw the fire red hero there. So what gives? All I did in my Edited rom was add pokemon and change a few maps/created scripts.

                                          My question is, do the number for the introduction hero sprite change? I never tried to change the hero before until now in my edited rom, so I don't understand why it was not in 341 or 349.
                                          Is there any way for me to find it so I can change it? It's pretty much one of the very few things preventing me from releasing a beta of my rom and I would appriciate any help in finding where it is in unlz.gba. Thank You.
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                                            #21425    
                                          Old May 30th, 2012 (5:59 AM).
                                          destinedjagold's Avatar
                                          destinedjagold destinedjagold is offline
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                                          Quote:
                                          Originally Posted by DarkRisingGirl View Post
                                          Hey Everyone, I have a Question about using Unlz.gba for introduction hacking.

                                          I've looked through tutorials and I see the number to edit the fire red hero in Unlz.gba is 341 & clicking the black/white box. However, when I go to that number in my rom, he does not appear. In an un-edited fire red rom, I went to 349(it wasn't in 341 in this one either) and I saw the fire red hero there. So what gives? All I did in my Edited rom was add pokemon and change a few maps/created scripts.

                                          My question is, do the number for the introduction hero sprite change? I never tried to change the hero before until now in my edited rom, so I don't understand why it was not in 341 or 349.
                                          Is there any way for me to find it so I can change it? It's pretty much one of the very few things preventing me from releasing a beta of my rom and I would appriciate any help in finding where it is in unlz.gba. Thank You.
                                          You said you "added" POKéMON and change a few maps.
                                          That would mean that you have assigned the new inserted graphics to your ROM, and they are now holding new numbers instead of their default.
                                          If you haven't touched the main character yet, then I am sure it's still there, but you'll have to find it for yourself.

                                          In my current hack (Ruby hack), I replaced the old PKMN with new poses, and of course, I need to repoint them.
                                          Repointing them can change the images' order in Unlz-GBA.
                                          So, before, Bulbasaur was around 800+, but now, he moved in 200+ or so.

                                          Just look for the one you're looking for.
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